CollisionTree

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CollisionTree

Postby Goodjee » Mon Jun 22, 2009 3:59 pm

Hey Guys

I'm trying to add newton to my game but collision trees avoid to do the work they're supposed to do...
i'm dropping spheres but they dont stop at a xz-surface.

Here's some Code

Code: Select all
Local plane:Float[]=[0.0,0.0,0.0,   350.0,0.0,0.0,   350.0,0.0,350.0,   0.0,0.0,350.0]
cityPhysics.collision = NewtonCreateTreeCollision(cityPhysics.world,Null);
NewtonTreeCollisionBeginBuild(cityPhysics.collision);

NewtonTreeCollisionAddFace(cityPhysics.collision, 4, plane, 12, 0)
NewtonTreeCollisionEndBuild(cityPhysics.collision, 0);
NewtonBodySetCollision(cityPhysics.rigidbody,cityPhysics.collision)


hope you can help
Goodjee
 
Posts: 3
Joined: Mon Jun 22, 2009 3:53 pm

Re: CollisionTree

Postby Julio Jerez » Mon Jun 22, 2009 4:03 pm

If this 1.53 then collison tree with one face will not work.
For SDK 2.0 thei had being fixed.

if you wnat to state with 1.53, you cna just add another dommy face and it will be fine.
I suggest you download 2.01 because it is much better.
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Re: CollisionTree

Postby Goodjee » Mon Jun 22, 2009 4:06 pm

its the newest version and it doesnt work with more faces or with triangles instead of quads
Goodjee
 
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Joined: Mon Jun 22, 2009 3:53 pm

Re: CollisionTree

Postby Julio Jerez » Mon Jun 22, 2009 5:48 pm

There are two issues.

The first is that function
cityPhysics.collision = NewtonCreateTreeCollision(cityPhysics.world,Null);

do not take and extra parameter in 2.02, you must call it like this:

cityPhysics.collision = NewtonCreateTreeCollision(cityPhysics.world);

The second is the face are single side in Newton, if the face normal point down the object will pass through, could you true inverting the winding like this:

Code: Select all
Local plane:Float[]=[0.0,0.0,0.0, 0.0,0.0,350.0,   350.0,0.0,350.0, 350.0,0.0,0.0];
Julio Jerez
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Re: CollisionTree

Postby Goodjee » Tue Jun 23, 2009 5:54 am

thank you...this would have taken days for me to find out on my own :D
Goodjee
 
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